I have to model a sponge like bone from a human jaw for a dental animation.

I tried to model it with boolens and so on but I can´t get a good result!
One reason is that booleans do not work for more than 10 holes, after that it erases my hole mesh, the typical boolens problem!

Now I heard about a procedural shader who calculates a sponge to a mesh!

You know about it!??? Or have you a workflow to get a result for that??

Originally posted by Mayastatic
Booleans do not work for more than 10 holes, after that it erases my hole mesh, the typical boolens problem!

Create all the objects (cylinders) you're using to make the holes, select them all and perform a 'combine' on them. Now you should have two objects - the main sponge and your cylinders. Now, perform your boolean and it should work. This is typically how you would create things like holes in automotive disc brakes, for example, that have numerous amounts.

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